Preface:
The general user consensus is that the crafting and dilithium mixture is terrible and outright wrong. However the idea of introducing dilithium into the mix really isn't a bad idea. It does add an incentive to purchase and fund the game. The implementation currently chosen for Tribble is however a rushed and bad choice both in terms of customer service and for business. It can work, but it requires reworking the current crafting model. Let's be honest the current crafting system is considerably easy street compared to others. My proposed solution is using a component system.
The current crafting model is essentially collect materials from the field and/or buy it from those that farmed them, create/buy schematic, craft item, gain crafting experience, wash, rinse, and repeat. The component crafting model gives the overall experience more depth, creates a more diverse economy, and gives the player a sense of accomplishment. With the addition of dilithium into the mix it also gives Cryptic and Perfect World that money they need to run the game.
Details:
So what is the component crafting model? It's really not complicated, but it is more involving. Instead of the desired item's 'recipe' consisting of basic sample, trace, schematic, and general Research points the 'recipe' would require two to three components. Each component may require a schematic and basic samples, traces, and/or other components. Creating some items may be the 3rd or 4th tier in the crafting process. Dilithium comes into play by giving players a shortcut by allowing the player to create higher tier components. A secondary possible incentive to buy dilithium would be to allow players to trade it for some of the more rare particle traces.
Examples:
Want to build an Aegis Graviton Deflector Array?
-Tier 4-
Aegis Graviton Deflector Array
Skill: 1,500
Schematic: Deflector Array
Components: 1 Aegis Frequency Modulator, 1 Deflector Assembly, 2 Subspace Accelerators
Samples: Trianium Particle Trace
-Tier 3-
Aegis Frequency Modulator
Skill: 1,1000
Schematic: Modulator
Components: 1 Frequency Modulator
Samples: 60 Exobiological Data, 1 Dekyon Particle Trace, Metreon Particle Trace
Alternative: ### Dilithium
-Tier 2-
Frequency Modulator
Skill: 200
Schematic: Modulator
Components: 5 Mechanical Parts, 2 Power Relays
Samples: None
Alternative: ## Dilithium + 30 Metreon Particles
Deflector Assembly
Skill: 200
Schematic: Deflector Assembly
Components: 5 Mechanical Parts, 1 Conduit
Samples: None
Alternative: ## Dilithium + 30 Metreon Particles
Subspace Accelerator
Skill: 200
Schematic: Accelerator
Components: 10 Coolant, 2 Mechanical Parts
Samples: None
Alternative: ## Dilithium + 60 Mineral Samples
-Tier 1-
Mechanical Parts
Skill: 50
Schematic: None
Components: None
Samples: 20 Mineral Samples
Alternative: None
Conduit
Skill: 50
Schematic: None
Components: None
Samples: 20 Unknown Alloy
Alternative: None
Power Relay
Skill: 50
Schematic: None
Components: None
Samples: 20 Antimatter Sample
Alternative: None
Coolant
Skill: 50
Schematic: None
Components: None
Samples: 10 Biological Samples
Alternative: None
For those set in their ways this may seem too drastic of a change. However I believe it's a fair compromise for including Dilithium and making crafting a game-play component that's actually rewarding.
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Comments
I think a better idea is what was suggested in this thread.:
http://forums.startrekonline.com/showthread.php?t=237693
EDIT: or this thread: http://forums.startrekonline.com/showthread.php?t=237647